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{{game|cod4|cod4ds|mw2}}
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{{For|a similarly named weapon|M1216}}
The [[Wikipedia:Benelli_M4|'''M1014''']] is a semi-automatic [[shotgun]] featured in ''[[Call of Duty 4: Modern Warfare]], [[Call of Duty 4: Modern Warfare (Nintendo DS)]]'','' and [[Call of Duty: Modern Warfare 2]].''
 
   
  +
The '''{{w|Benelli M4|M1014}}''' is a semi-automatic [[shotgun]] featured in ''[[Call of Duty 4: Modern Warfare]], [[Call of Duty 4: Modern Warfare (Nintendo DS)]]'', ''[[Call of Duty: Modern Warfare 2]]'', ''[[Call of Duty Online]]'', ''[[Call of Duty: Modern Warfare Remastered]]'', ''[[Call of Duty: Modern Warfare II]]'' and ''[[Call of Duty: Modern Warfare III]]''. It was seen in pre-release footage from ''[[Call of Duty: Modern Warfare 3]]'', but was cut from the finalized game.
== [[Call of Duty 4: Modern Warfare]] ==
 
{{gunbox
 
   
  +
==Call of Duty 4: Modern Warfare & Modern Warfare Remastered==
|image = [[File:M1014iwi.png]]
 
  +
{{Infobox/weapon
|name = Call of Duty 4: Modern Warfare
 
  +
|image = <tabber>CoD4=[[File:M1014 menu icon CoD4.png]]|-|MWR=[[File:M1014 Menu Icon MWR.png|256px]]</tabber>
|damage = 400-15 x8 (3200-120) (SP),
 
  +
|name = M1014
30-10 x8 (240-80) (MP)
 
  +
|damage = 400-15 x8 (3200-120) (SP)<br>30-10 x8 (240-80) (MP)
|mult = None
 
  +
|mult = Head: 1, Body: 1, Limbs: 1
|magazine = 7 (SP),
 
  +
|magazine = 7 shells (SP), 4 shells (MP)
4 (MP)
 
 
|level = Level 31
 
|level = Level 31
|maxammo = 70 (SP),
+
|maxammo = 7+70 (SP), 4+40 (MP)
  +
|startammo = 7+63 (SP), 4+16 (MP)
40 (MP)
 
|reload = 1s for 1st shell,
+
|reload = 1 for first shell, 0.567 for shells after first
  +
|rof = 400 RPM (SP), 300 RPM (MP)
.5s for shells after 1st
 
  +
|range = 256-800 (SP), 300-600 (MP) [[File:M1014Range COD4.png|175px]]
|rof = Semi-automatic
 
  +
|recoil = High
|range = [[File:M1014Range COD4.png|300px]]
 
|recoil = Low
+
|pen = Low
  +
|used = [[SAS]], [[Ultranationalists]], [[OpFor]]
|pen = Very Low
 
  +
|HUD= [[File:M1014 Pickup CoD4.png]]
|used = [[SAS]], [[Ultranationalists]]
 
  +
|class = [[Shotgun]]|fire = Semi-Automatic|console = <tt>m1014</tt>}}
|pickup = MW Pickup Benelli M4.png
 
  +
}}
 
  +
{{quote|Semi-automatic combat shotgun. Effective at close range.|Create-a-Class description}}
  +
  +
===Campaign===
  +
In the campaign, the magazine holds seven shells with up to 70 shells in reserve, which are loaded individually. It can be found in "[[Hunted (Call of Duty 4)|Hunted]]", "[[Safehouse]]", "[[Ultimatum]]", "[[All In]]", "[[No Fighting In The War Room]]", and "[[Mile High Club]]".
   
===Single Player===
 
In Singleplayer, the magazine holds 7 shells (up to 77 total), loaded individually. It can be found in [[Hunted]], [[Safehouse]], [[Ultimatum]], [[All In]], [[No Fighting In The War Room]], and [[Mile High Club]].
 
 
===Multiplayer===
 
===Multiplayer===
  +
In multiplayer, the M1014 is unlocked at Level 31.
   
  +
The M1014 is the lower-damage but longer-range shotgun compared to the [[W1200]]. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal thirty damage per pellet, needing four pellets out of eight in the shot to hit in order to get a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal ten damage per pellet, needing ten pellets to kill, more than one shot. The M1014 ceases to do any damage past fifteen meters. The M1014 has a four pellet kill range of 9.4 meters, and a five pellet kill range of 11.25 meters. The W1200 is much more reliable as it pertains to getting one-shot kills, but the M1014 has superior overall range and performs significantly better at the edge of its effective range compared to the W1200. The M1014 has low [[Surface Penetration|penetration power]] and no positive body multipliers.
In Multiplayer, the M1014 has a 4 shell capacity, and is unlocked at Level 31. The M1014 can be equipped with either a [[Red Dot Sight]] attachment (after killing 25 enemies) or a [[Foregrip]] attachment (after killing 50 enemies), which replaces perk 1.
 
   
  +
The M1014's damage per pellet increases significantly when using [[Stopping Power]]. At any range short of 7.5 meters, the M1014 will deal 42 damage per pellet, needing three pellets in a shot to hit in order to secure a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal fourteen damage per pellet, needing all eight pellets in a shot to hit in order to get a one shot kill. The M1014 ceases to do damage past fifteen meters still.
However, the M1014 has a number of distinctions likely to preserve game balance. The M1014 has a relatively small ammo capacity (4 shell capacity, compared to the [[W1200]]'s 7 shell capacity and tied with the [[R700]] for the smallest ammo capacity in the game) and a long reload time. The regular reload time of the M1014 exposes a defenseless player in the event that the entire four shell magazine fails to kill an enemy or additional enemies appear. The long reload time can be greatly reduced with the use of the [[Sleight of Hand]] perk. In addition, like the W1200 , the M1014 will not be able to inflict damage beyond a certain range. The [[Steady Aim]] [[perk]] will increase accuracy, but the effect is negligible in close quarters combat. The effect is more useful at the mid to long range of the shotgun.
 
   
  +
The M1014 has a good fire rate. It is semi-automatic, and has a fire rate of 300 RPM.
Like all the other weapons in game, both of the shotguns can unlock camouflage patterns. [[Digital Camouflage|Digital Camo]] for the M1014 can be unlocked after 25 headshots, the same as all other weapons in game. [[Blue Tiger Camouflage|Blue Tiger Camo]] and [[Red Tiger Camouflage|Red Tiger Camo]] are unlocked at 50 and 100 headshots, respectively, different from the 75 and 150 headshots needed to obtain these camouflage patterns for all other weapons aside from the [[W1200]]. The M1014 is also one of the [[golden weapons]] available after completing all shotgun challenges (Marksman and Expert).
 
   
  +
The M1014 has decent accuracy for a shotgun. The M1014 has a centerspeed of 1000.
   
  +
The M1014 has decent handling overall. The M1014 allows users to move at 100% of the base movement speed, but only strafe at 40% of the base movement speed. The M1014 can be aimed down the sight in 200 milliseconds. The M1014 reloads shell-by-shell, with the first shell takes 0.6 seconds to load, and all subsequent shells take 0.57 seconds to load. At most, the M1014 can take up to three seconds to fully load, and that's without using any [[Reload Cancel]] techniques.
   
  +
The M1014's shell capacity is small, holding four shells in its tube magazine, twenty starting shells. [[Bandolier]] increases the starting ammo loadout to 36 rounds.
<gallery widths="120">
 
Image:m1014_4.png|M1014
 
Image:autoshottyiron_4.png|Ironsights
 
Image:autoshottygold_4.png|The Gold M1014
 
M10142.JPG|Reloading the M1014
 
</gallery>
 
{{clear}}
 
   
  +
The M1014 has two attachments available: the [[Red Dot Sight]] and the [[Grip]].
== [[Call of Duty 4: Modern Warfare (DS)]] ==
 
   
  +
===Weapon Attachments===
The M1014 appears as the only shotgun in the Nintendo DS version of ''[[Call of Duty 4: Modern Warfare]]'', and as such, is used by all factions. The [[DS|NDS]] version of the M1014 looks vaguely similar to the M1014 on the consoles, but sports a black color scheme, as opposed to a brown color scheme. The M1014 is semi-automatic as well, but it has a very low [[Firecap]], so it seems like it isn't semi-automatic, like the [[W1200]]. This causes most players treat it as a pump-action shotgun, despite the lack of a pumping animation. Despite these facts, it has a couple unique advantages not seen on other shotguns. First of all, its pellets have unlimited range, though they will spread apart as the range between the player an the target increases. The spread actually stops after a certain distance, though is still spread apart enough to eliminate its one-shot kill ability. The pellets also spread in the same pattern each time. This allows the player to expend all eight shells to make a kill at long ranges, but on a moving target it is just a waste of bullets as it's impossible to achieve a kill as the opponent would counterattack or hide.
 
  +
*[[Red Dot Sight]]
  +
*[[Grip]]
   
  +
=== Old School Mode ===
The qualities of the M1014 makes it excellent for all ranges, though it is recommended to keep an assault rifle or sub machine gun as well. Even though the M1014 is an excellent weapon, it is only recommended for close ranges in multiplayer. This is because the player will be overwhelmed by long range weapons ([[M16A4]], [[AK-47]]), or sub machine guns ([[MAC-10]], [[MP5]]).
 
  +
The M1014 appears in [[Old School Free-for-All|Old School Mode]] with 4 shells loaded and 16 shells in reserve ammunition.
  +
*[[Bloc]] - Found with a [[Grip]] behind the stairs on the ground floor in the western apartment building.
  +
*[[Bog]] - Found behind the center building, among cinder block foundations.
  +
*[[Broadcast]] - Found with a Grip in the recording room behind the backdrop at the north-easternmost part of the map.
  +
*[[Crash (map)|Crash]] and [[Winter Crash]] - Found with a [[Red Dot Sight]] underneath the canopy building south of the crashed helicopter, next to [[Stopping Power]].
  +
*[[Crossfire]] - Found with a Red Dot Sight inside the corner building on the south-eastern inside corner of the main road.
  +
*[[Pipeline]] - Found with a Red Dot Sight inside the southern warehouse on the ground floor.
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*[[Shipment]] - Found at the center of the map.
  +
*[[Strike]] - Found inside the market towards the northern end of the map.
  +
*[[Vacant]] - Found with a Red Dot Sight in the room to the east of the center of the map, by the parking lot, near the [[RPD]].
   
  +
===Gallery===
<gallery widths="120">
 
  +
{{For|camouflage images|M1014/Camouflage}}
File:m1014_ds.png
 
  +
{{For|attachment images|M1014/Attachments}}
File:m1014iron_ds.png|Iron sights.</gallery>
 
  +
  +
<gallery widths="120" captionalign="left">
  +
M1014 CoD4.png|The M1014.
  +
M1014 Iron Sights CoD4.png|[[Iron Sights]].
  +
M1014 reload CoD4.png|Reloading the M1014.
  +
M1014 Gold CoD4.png|Golden M1014.
  +
M1014 Reload Gold CoD4.png|Reloading the Golden M1014.
  +
</gallery>
 
{{clear}}
 
{{clear}}
   
== [[Call of Duty: Modern Warfare 2]] ==
+
==Call of Duty 4: Modern Warfare (DS)==
  +
{{Infobox/weapon
  +
|image=[[File:M1014 third person MWDS.png|300px]]
  +
|name = M1014
  +
|used = All factions
  +
|magazine = 8 (SP)
  +
|rof = Semi-automatic; low
  +
|class=[[Shotgun]]}}
   
  +
The M1014 is the only shotgun in the Nintendo DS version of ''[[Call of Duty 4: Modern Warfare]]'', and as such, is used by all factions. The NDS version of the M1014 looks similar to the M1014 on the consoles, but does not have the green dots on the iron sight. The M1014 is semi-automatic as well, but it has an incredibly low [[Firecap]], comparable to the rate of fire of a pump-action shotgun. Despite this limitation, the M1014 has several unique advantages not seen on other shotguns. First of all, its pellets have unlimited range, though they will spread apart as the range between the player an the target increases. The spread eventually stops after a certain distance, though it is still spread apart enough to eliminate its one-shot kill ability. The pellets also spread in the same pattern each time. This allows the player to expend all eight shells to make a kill at long ranges, but on a moving target it is just a waste of bullets as it's near impossible to achieve a kill as the opponent can counterattack or hide. The qualities of the M1014 makes it excellent for all ranges, though it is recommended to keep an assault rifle or submachinegun as well. Even though the M1014 is an excellent weapon, it is only recommended for close ranges in multiplayer. Otherwise, the player can be easily outgunned by long range weapons, such as assault rifles ([[M16A4]], [[AK-47]]), or SMGs ([[MAC-10]], [[MP5]]). The game files name the weapon the "M90".
{{gunbox
 
   
  +
===Gallery===
|image = [[File:M1014.png]]
 
  +
<gallery widths="120">
|name = Call of Duty: Modern Warfare 2
 
  +
M1014 CoD4DS.png|The M1014
|damage = 40-20 (x8) (320-160)
 
  +
M1014 Iron Sights CoD4DS.png|[[Iron sights]]
|magazine = 7 (SP), 4 (MP), 6 (MP [[Extended Mags|Ext. Mags]])
 
  +
M1014 Inventory CoD4DS.png
  +
</gallery>
  +
  +
==Call of Duty: Modern Warfare 2==
  +
{{Infobox/weapon
  +
|image = [[File:M1014 menu icon MW2.png|256px]]
  +
|name = M1014
  +
|damage = 40-20 x8 (320-160) (MP)
  +
|magazine = 7 (SP), 4 (MP, 6 with [[Extended Mags|Ext. Mags]])
 
|level = Level 54 (Brigadier General)
 
|level = Level 54 (Brigadier General)
  +
|maxammo = 7+70 (SP), 4+40 (MP)
||reload = 1.4 for 1st shell + .6 each additional shell
 
  +
|reload = 1 for first shell, 0.567 for shells after first
|rof = 300 RPM
 
  +
|rof = 400 RPM (SP), 300 RPM (MP)
|range = Short
 
  +
|range = 256-800 (SP), 300-500 (MP)
|recoil = Moderate
 
  +
|recoil = High
 
|fire = Semi-Automatic
 
|fire = Semi-Automatic
|used = [[U.S. Army Rangers]], [[Task Force 141]], [[Ultranationalists]], [[U.S. Navy SEALs]]
+
|used = [[U.S. Army Rangers]], [[Task Force 141]], [[Ultranationalists]], [[U.S. Navy SEALs]],[[Russian Army]], [[Spetsnaz]], [[Shadow Company]], [[Inner Circle]]
  +
|HUD= [[File:M1014 Pickup CoD4.png]]
|pickup = MW_Pickup_Benelli M4.png
 
  +
|startammo = 7+63 (SP), 4+16 (MP)
}}
 
  +
|class=[[Shotgun]]
  +
|sound = <!--Orginal sound
  +
<youtube width="155" height="25">http://www.youtube.com/watch?v=xkFGAX0Biw0
  +
</youtube>-->
  +
|video = [[File:Call of Duty® Modern Warfare 2 - M1014 Shotgun Guide (All Attachments)]]
  +
|vidcaption=Attachments guide}}
   
===Singleplayer===
+
===Campaign===
In Singleplayer, the magazine holds 7 shells (up to approximately 77 total), loaded individually. It's used by the [[Rangers|U.S. Army Rangers]], [[Task Force 141]], and the [[U.S. Navy SEALs]]. In missions when the player is given one, it is useful for close quarters engagements as it is very powerful.
+
The M1014 is used by the [[U.S. Army Rangers]], [[Task Force 141]], [[Shadow Company]], and the [[U.S. Navy SEALs]]. In the campaign, the magazine holds seven shells loaded individually, and can have up to 70 shells in reserve. In missions such as "[[Takedown (mission)|Takedown]]", it is useful for close quarter engagements due to its high power.
   
 
===Multiplayer===
 
===Multiplayer===
  +
The M1014 returns in ''Call of Duty: Modern Warfare 2'', and is unlocked at Level 54 in multiplayer.
The M1014 returns in ''Call of Duty: Modern Warfare 2'', and is unlocked at Level 54 in multiplayer. In ''Call of Duty Modern Warfare 2'' this weapon is used as a secondary weapon. It can now accept a [[silencer]]. It lacks the spare shell holder on the side, and has a flashlight mounted under the barrel which is purely for aesthetic purposes. The M1014 is infrequently encountered in multiplayer games due to its high unlock level, and also because of its relative mediocrity in comparison to the other shotguns, which is to say that it doesn't excel in any particular feature. However, this is also what makes the M1014 appealing to some players, as there are no serious drawbacks to it either. This makes the M1014 an excellent choice for players who want a shotgun that is good at getting the job done, and doesn't come with any of the main cons that plague other shotguns (such as slow reloading ([[Striker]]), low rate of fire ([[SPAS-12]] & [[Model 1887]]), very poor range ([[Ranger]]), low carried ammo ([[AA-12]]), etc.) The M1014 might best be thought of as the All-Around shotgun.
 
   
  +
The M1014 is a higher damage shotgun with slightly less range. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal forty damage per pellet, needing three of the eight pellets in the shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal twenty damage per pellet, needing five of the eight pellets in the shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a three pellet kill range of nine meters, and a four pellet kill range of 11.3 meters. The M1014 has the same damage per pellet as the [[SPAS-12]], but over a shorter overall range, as not only does the M1014's damage begin to drop at a range that is half of the SPAS-12's max damage range, but the M1014 has five less meters of total range. The damage is perhaps the M1014's strongest attribute, as it gives the M1014 a chance to get a one shot kill at any range which the enemy can be hit. The M1014 gets no headshot damage multiplier and the M1014 has low [[Surface Penetration|penetration power]].
===Tactics===
 
   
  +
The M1014's damage profile improves with [[Stopping Power]]. At any range short of 7.5 meters, the M1014 will deal 56 damage per pellet, needing just two of the eight pellets in a given shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal 28 damage per pellet, needing four of the eight pellets in a shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a two pellet kill range of 8.6 meters, and a three pellet kill range of 11.4 meters. At virtually all ranges in which the M1014 can be used, Stopping Power will improve one shot kill capability substantially. The M1014 does not need Stopping Power to be effective, but Stopping Power will be very helpful regardless.
Although the M1014 is very powerful with a capped rate of fire of 300 RPM, it holds only 4 shells and needs to be reloaded frequently, albeit with a modest reload time. This makes [[Extended Mags]] a useful attachment for it, though it only increases its ammo count by 2. In addition to a small magazine, this weapon also seems to have hindered ADS movement speed in comparison to the other shotguns.
 
   
  +
The M1014's fire rate is good for a shotgun. It is semi-automatic, with a firecap of 300 RPM. The user must wait 200 milliseconds between each shot. The M1014 actually has the slowest fire rate of any semi-automatic or fully automatic shotgun, but considering that the M1014's damage per pellet is very good, the fire rate is more of a luxury than a necessity. The M1014 can dispense necessarily follow-up shots very quickly and easily.
Interestingly, if a player manages to pull the trigger quickly enough, he/she can actually shoot 2 shells simultaneously, something not achievable with the [[Striker]].
 
   
  +
The M1014's accuracy is standard for a shotgun. The M1014 has heavy recoil, but considering that the M1014 is useless outside of close range, the recoil won't be much of an issue. The semi-automatic nature and the low 800 centerspeed can cause the user's aim to drift off-target at times, but this is a minor issue. More importantly, the M1014 has the standard shotgun hip-fire accuracy, which is good, on par with the SMGs. The user should never aim down the sight with the M1014. Not only does it highly restrict the user's movement and take some time to do, but it actually expands the pellet spread of the M1014 by ten percent, making the weapon less accurate.
Like the [[SPAS-12]], the M1014 is reloaded one shell at a time. If an enemy approaches while reloading, reload canceling by sprinting or double tapping the switch weapons button will allow the weapon to fire with as many shells as have been loaded up to that point. Pressing the fire button will load one more shell before allowing the player to fire.
 
   
  +
The M1014 has standard handling characteristics for a shotgun. The M1014 allows users to move at 100% of the base movement speed, but strafe at just forty percent of the base movement speed. The M1014 reloads shell-by-shell. Depending on how many shells are loaded and when the user decides to perform a [[Reload Cancel]], the reload can take anywhere from 0.6 seconds to 4.2 seconds.
When fired quickly, the weapon has decent vertical recoil and some slight, random side-to-side recoil, though this may be purely visual. The weapon settles back to the original aim point and the [[grip]] speeds this settling. Using a [[silencer]] is not at all recommended because the range is already very short, and the rate of fire is lowered for reasons unknown.
 
   
  +
By far the M1014's biggest weakness is its shell capacity. The M1014 can only hold four shells at a time. This heavily limits the M1014's sustained combat capability, and highly reduces the margin for user error. Although there is just enough ammo to adequately deal with more than one enemy at a time, the user will normally find themselves overwhelmed if they try to take on three or more enemies at once. The starting ammo loadout is also small as a result, as users spawn in with just twenty rounds total. This is one of the smaller starting ammo loadouts among shotguns, and it will badly constrict the ability to use the M1014 for prolonged periods of time.
The M1014 benefits from a variety of perks: [[Steady Aim]] and [[Stopping Power]] both increase the chances of one shot kills. However, due to the ability to fire shells in quick succession despite the fire cap, two shot kills do not take much longer. That being said, two-shot kills require more frequent reloading, which can be offset somewhat by [[Sleight of Hand]]. [[Lightweight]] is very effective with this weapon, especially when combined with [[Marathon]] as it will allow users to get even closer to enemies and fire very quickly after they stop sprinting.
 
   
  +
The M1014 has the standard assortment of shotgun attachments to choose from, although most of them will be little more than just decoration. The [[Red Dot Sight]] and [[Holographic Sight]] may as well be useless, as under ideal shotgun usage in Modern Warfare 2 multiplayer, the user is not aiming down the sight with their shotgun.
The M1014 is weak against enemies using [[Final Stand]], [[Last Stand]] or [[Painkiller]], as enemies using these [[perks]]/[[deathstreak]]s can require up to three shells to kill.
 
   
  +
The [[Silencer]] is one of the few attachments on the M1014 that are intriguing, but it also comes with a harsh penalty. The Silencer makes the M1014 quieter when firing and prevents the M1014 from revealing the user on radar when firing it, at the expense of a significant chunk of range. The M1014's damage begins to drop at just 3.75 meters and the M1014 cannot be used beyond 7.5 meters. Although stealth benefits can be very powerful on a shotgun, the range loss is severe enough that many will not consider the stealth benefits to be worth reducing the range on a weapon that is starved for it.
===Weapon Attachments===
 
   
  +
The [[Grip]] increases the M1014's centerspeed to 1300. This attachment has no downside and it can help prevent the M1014's recoil from drifting the user's aim off of target, although the Grip will rarely make the difference between winning and losing gunfights at such short distances.
  +
  +
[[FMJ]] increases the M1014's penetration power, giving the user the option to shoot through some walls more easily with the M1014. Thick walls will still be too much to deal with, but thin walls are surprisingly susceptible to an M1014 shot with the FMJ attachment equipped. However, many will instinctively avoid trying to shoot through surfaces with a shotgun, so the attachment is rarely worth using.
  +
  +
[[Extended Mags]] is, by an enormous margin, the most useful attachment option on the M1014. It increases the M1014's shell apacity to six rounds, and it loads more of the M1014's starting ammo loadout into the weapon to start off with, reducing the amount of shells that need to be loaded in the weapon. This attachment is not only the only attachment that provides any relevant benefit to the M1014, but it improves on what is easily the M1014's biggest weakness. The extra two shells give desperately needed breathing room in many situations, and it highly improves sustained combat capability on a weapon that sorely lacks it. Once this attachment is unlocked, all other attachments on the M1014 can be safely ignored.
  +
  +
Overall, the M1014 is an unusual shotgun despite its unassuming function. The M1014 provides a good blend of damage, range, and fire rate, providing damage more in line with the slower-firing shotguns while providing the potential for follow-up shots. The result is a weapon that can very easily secure one shot kills while also providing the means to dispense follow-up shots in a timely manner when needed. Although it is semi-automatic, its semi-automatic capability is better off ignored until it is needed. Unlike the [[Striker]] and the [[AA-12]], the M1014 will much more commonly get one shot kills than either of those shotguns, and the M1014 does not have the shell capacity necessary to be liberally firing more than one shot at each enemy. Despite being one of the least common shotguns in Modern Warfare 2 multiplayer, it is a perfectly fine and surprisingly versatile shotgun for those that can manage their ammo properly, but those that cannot manage their ammo properly will find themselves running out of ammo too quickly and will commonly be caught off-guard reloading the M1014.
  +
  +
===Weapon Attachments===
 
*[[Red Dot Sight]]
 
*[[Red Dot Sight]]
 
*[[Silencer]]
 
*[[Silencer]]
Line 102: Line 152:
 
*[[FMJ]]
 
*[[FMJ]]
 
*[[Extended Magazines]]
 
*[[Extended Magazines]]
  +
  +
{{clear}}
  +
===Gallery===
  +
{{For|camouflage images|M1014/Camouflage}}
  +
{{For|attachment images|M1014/Attachments}}
   
 
<gallery widths="120" captionalign="left">
 
<gallery widths="120" captionalign="left">
File:m1014_6.png|The M1014.
+
M1014 MW2.png|The M1014.
File:M1014_Iron_6.jpg|[[Iron sight]]
+
M1014 Iron Sights MW2.png|[[Iron sights]].
File:M1014r.JPG|Reloading the M1014
+
M1014 Reload MW2.png|Reloading the M1014.
M1014cropped.PNG|The M1014 in third person.
+
M1014 3rd person MW2.PNG|The M1014 in third person view.
 
</gallery>
 
</gallery>
 
{{clear}}
 
{{clear}}
   
  +
==Call of Duty: Modern Warfare 3==
== Video ==
 
  +
{{Cut}}
  +
The M1014 was cut from ''[[Call of Duty: Modern Warfare 3]]. ''The pickup icon and game files remain unchanged from ''[[Call of Duty 4: Modern Warfare]]'' and ''[[Call of Duty: Modern Warfare 2]]'', suggesting it was cut during early development. However, real-time memory editing on the PC version will allow the gun to be used only on the Survival Mode version of Terminal.
   
  +
<gallery>
<div align=center>[[Video:Benelli M1014|400px]]Gameplay with the Golden M1014</div>
 
  +
M1014 cut menu icon MW3.png|Cut menu icon. It is the same as the one featured in Call of Duty 4: Modern Warfare
  +
M1014 cut texture MW3.png
  +
</gallery>
   
  +
==Call of Duty Online==
{{clear}}
 
  +
{{Infobox/weapon
  +
|name=Benelli M1014
  +
|image=[[File:M1014 menu icon CoDO.png|300px]]
  +
|class=[[Shotgun]]
  +
|magazine=10 shells
  +
|maxammo=10+70
  +
|damage=30-6 x8 (240-48)
  +
|rof=183
  +
|fire=Semi-automatic}}
  +
The M1014 appears in ''[[Call of Duty: Online|Call of Duty Online]]'' as the '''Benelli M1014'''.
  +
===Attachments===
  +
*[[Holographic Sight]]
  +
*[[Reflex Sight]]
  +
*[[Red Dot Sight]]
  +
*[[Flash Suppressor]]
  +
*[[Silencer]]
  +
*[[Foregrip]]
  +
*[[Extended Mags]]
  +
*[[Angled Grip]]
  +
*[[Quickdraw Handle]]
  +
*[[Adjustable Stock]]
  +
*[[FMJ]]
  +
*[[Fast Mag]]
  +
*[[Laser Sight]]
   
== Trivia ==
+
===Gallery===
  +
<gallery>
===''Call of Duty 4: Modern Warfare''===
 
  +
M1014 CoDO.png|the M1014 in first person.
  +
M1014 ADS CoDO.png|The M1014's iron sights.
  +
M1014 Reload CoDO.png|Reloading the M1014.
  +
</gallery>
  +
  +
==Call of Duty: Modern Warfare II & Modern Warfare III==
  +
{{Infobox/Weapon2
  +
|name = Expedite 12
  +
|image = [[File:Expedite 12 Gunsmith MWII.png]]
  +
|class = [[Shotgun]]
  +
|platform = Expedite Platform
  +
|manufacturer = [[Expedite Firearms]] [[Singuard Arms]]
  +
|level = Level 9
  +
|fire = Semi-automatic
  +
|caliber = {{w|Gauge (firearms)|12 Gauge}}
  +
|magazine = 7 shells<br>5 ''(Emperor, Polarize and Schlager Salvo barrels)''<br>10 ''(Battlemaster barrel)''
  +
|startammo = 7+21 (MP)
  +
|maxammo =
  +
|damage =
  +
|mult =
  +
|rof = 146 RPM
  +
|reload = 0.95s per shell
  +
|range =
  +
|DDS =
  +
|DDE =
  +
|recoil =
  +
|center =
  +
|pen =
  +
|ammoBR = [[Shotgun Ammo]]
  +
|used = [[Al-Qatala]]<br>[[Las Almas Cartel]]<br>[[Shadow Company (Reboot)|Shadow Company]]<br>[[Konni|Konni Group]]
  +
|HUD = [[File:Expedite 12 HUD Icon MWII.png|150px]]
  +
|console = <tt>sh_mike1014</tt>
  +
}}
  +
{{Quote|A practiced hand can control the Expedite 12's recoil to devastating effects. This semi-auto shotgun features a regulated gas system, ergonomic stock, and standard rail.|In-game description}}
  +
The M1014 returns in ''Call of Duty: Modern Warfare II'' as the '''Expedite 12'''.
  +
  +
The Expedite 12 is also available in ''Call of Duty: Modern Warfare III'' as part of the ''Modern Warfare II'' content carryover.
  +
  +
===Overview===
  +
====Campaign====
  +
In the mission [[El Sin Nombre (level)|El Sin Nombre]], a stock Expedite 12 can be found inside a wardrobe near the elevator in the 3rd floor.
  +
  +
====DMZ====
  +
In the [[DMZ]] mode, the Expedite 12 is used primarily by [[Konni|Konni Group]] and [[Shadow Company (Reboot)|Shadow Company]] Agents. It is sometimes used by [[Al-Qatala]] Special Forces.
  +
  +
===Zombies===
  +
In ''Modern Warfare III'', the Expedite 12 can be brought into [[Operation Deadbolt]] via [[Create-A-Class]], at <span style="color:gray">Common</span> rarity and can be found at any rarity via the [[Mystery Box]] for 950 [[Essence]]. When upgraded via the [[Pack-a-Punch Machine]] or with [[Aetherium Crystals]], it becomes the '''Reaper By The Dozen'''.
  +
  +
===Attachments===
  +
====Muzzle====
  +
  +
====Barrel====
  +
*18.5" Emperor Barrel
  +
*14" Polarize Barrel
  +
*14" Shorty Barrel
  +
*18.5" Battlemaster
  +
*419mm Schlager Salvo
  +
  +
====Laser====
  +
  +
====Optic====
  +
  +
====Stock====
  +
*Resonance Stock Collapsed
  +
*FSS Frame Stock
  +
*Bryson Reverb-55 Stock
  +
*Schlager Resonance
  +
  +
====Bolt====
  +
*Expedite L-Bolt
  +
*Expedite HZ3 Bolt
  +
  +
====Underbarrel====
  +
  +
====Ammunition====
  +
*Explosive Shells
  +
*Slug Rounds
  +
*Dragon's Breath Shells
  +
  +
====Rear Grip/Comb====
  +
*Schlager Fang Grip
  +
*Goliath 77 Grip
  +
*Schlager Void Grip
  +
*Padded Shotgun Comb
  +
*FSS Ammo Sleeve
  +
  +
===Blueprints===
  +
{| border="1" cellspacing="1" cellpadding="1" style="width:600px" class="article-table sortable"
  +
|-
  +
! scope="col"|Blueprint
  +
! scope="col"|Image
  +
! scope="col"|How to Obtain
  +
|-
  +
|Battering Ram
  +
|[[File:Battering Ram Expedite 12 Blueprint MWII.png|150px]]
  +
|Battle Pass [[Season Four (Modern Warfare II)|Season Four]] Sector D3
  +
|-
  +
|Fatal Rose
  +
|[[File:Fatal Rose Expedite 12 Blueprint MWII.png|150px]]
  +
|'''Dark Rose''' Bundle
  +
|-
  +
|Hell's Gate
  +
|[[File:Hell's Gate Expedite 12 Blueprint MWII.png|150px]]
  +
|'''Torments Return''' Bundle
  +
|-
  +
|Knight's Lance
  +
|[[File:Knight's Lance Expedite 12 Blueprint MWII.png|150px]]
  +
|'''Knight's Command''' Bundle
  +
|-
  +
|Louder Than Words
  +
|[[File:Louder Than Words Expedite 12 Blueprint MWII.png|150px]]
  +
|Complete the Crown "Triple Clear" Tier 3 mission in DMZ during [[Season Four (Modern Warfare II)|Season Four]] and [[Season Five (Modern Warfare II)|Season Five]].
  +
|-
  +
|Man Eater
  +
|[[File:Man Eater Expedite 12 Blueprint MWII.png|150px]]
  +
|'''Devour''' Bundle
  +
|-
  +
|Ransack
  +
|[[File:Ransack Expedite 12 Blueprint MWII.png|150px]]
  +
|'''Protoforce''' Bundle
  +
|-
  +
|Serene Resolve
  +
|[[File:Serene Resolve Expedite 12 Blueprint MWII.png|150px]]
  +
|Battle Pass [[Season Two (Modern Warfare II)|Season Two]] Sector B9
  +
|-
  +
|Vigilant
  +
|[[File:Vigilant Expedite 12 Blueprint MWII.png|150px]]
  +
|Battle Pass [[Season One (Modern Warfare II)|Season One]] Sector A11
  +
|-
  +
|Villains
  +
|
  +
|Log in '''Modern Warfare II''' or '''Warzone 2.0''' between October 6th and October 16th, 2023
  +
|-
  +
|}
  +
  +
==Trivia==
  +
===Call of Duty 4: Modern Warfare===
 
*If the game is set to the French language, the M1014 will be called the "Benelli M4", and when playing in German the M1014 is called "M4".
 
*If the game is set to the French language, the M1014 will be called the "Benelli M4", and when playing in German the M1014 is called "M4".
  +
*There are six shells in a holder on the side of the M1014.
*Under the iron-sights, there is a reference to San Diego, CA.
 
  +
*In the official BradyGames strategy guide, the M1014 is incorrectly shown as the M14 on the weapon list.
*There are 6 shells in a holder on the side of the M1014. This is odd, as the magazine capacity is always either 7 shells (singleplayer) or 4 shells (multiplayer). Also, the shells can never be used, even if the player is out of ammo.
 
  +
*Strangely, if a [[Grip]] attachment is applied, the grip disappears in the reloading animation, and the M1014 is reloaded as if it did not have a grip.
===''Call of Duty: Modern Warfare 2''===
 
  +
===Call of Duty: Modern Warfare 2===
* In the [[Create-A-Class]] image, the M1014's trigger is not visible.
 
  +
*In the [[Create-A-Class]] image, the M1014's trigger is not visible.
* The M1014 has an unusable flashlight attached in front of the handguard.
 
* Two [[Shadow Company]] soldiers are seen using the M1014 with a flashlight attached to it in the mission "[[Just Like Old Times]]".
+
*The M1014 has an unusable flashlight attached in front of the hand guard.
* In the "[[Museum]]", there is an M1014 with Arctic camouflage, camouflage is unable to be applied to any secondary in multiplayer without hacking/modding.
+
*In the "[[Museum]]", there is an M1014 with [[Arctic Camouflage]], while in multiplayer camouflage cannot be applied to any secondary weapon without hacking or modding.
*The iron sights on the M1014 are misaligned, similar to the [[Desert Eagle]] and [[M93 Raffica]]'s.
+
*The iron sights on the M1014 are misaligned, similar to the [[Desert Eagle]], [[M9]], and [[M93 Raffica]]'s.
  +
*Despite the fact that the ''[[Call of Duty: Modern Warfare 2]]'' M1014 does not have the spare rounds on the receiver, the pickup icon in ''Call of Duty: Modern Warfare 2'' still shows the spare shells. The flashlight located right under the hand guard is also not present.
*When reloading the weapon the handle and trigger are invisible for less than a second.
 
  +
*When playing the German version, the M1014 is called "M4" in [[Create-A-Class]]. However, in-game it says M1014.
*In single player, the M1014 has the same sound of the SPAS-12, just without the pump sound.
 
  +
*At the end of the level "[[Of Their Own Accord]]" after the player covers the Washington Monument Evac Site and is ordered by [[Foley (Modern Warfare 2)|Foley]] to leave the crow's nest, a [[U.S. Army Rangers|Ranger]] uses an M1014 to destroy a door. This is very similar to the final door breach at the end of "[[Charlie Don't Surf]]", but the soldier actually pumps the M1014 to blow the door down. This is strange, as the M1014 doesn't have a pump handle.
  +
===Call of Duty: Modern Warfare II===
  +
*The "Villains" blueprint features {{w|Chibi (style)|Chibi}} versions of [[Shepherd]], [[Vladimir Makarov]], and [[Raul Menendez]].
  +
*Despite supposedly being manufactured by [[Expedite Firearms|Expedite]], the receiver, rear iron sight, handguard, stock pad, and bolt carrier read: "[[Singuard Arms]]".
   
 
{{CoD4 Weapons}}
 
{{CoD4 Weapons}}
  +
{{CoD4DS Weapons}}
 
 
{{CoD6 Weapons}}
 
{{CoD6 Weapons}}
  +
{{CoD8 Weapons}}
[[Category:Shotguns]]
 
  +
{{CoDO Weapons}}
[[Category:DS weapons]]
 
  +
{{CoD19 Weapons}}
  +
{{CoD20 Weapons}}
  +
[[ru:M1014]]
  +
[[Category:Call of Duty: Modern Warfare 2 Shotguns]]
  +
[[Category:Call of Duty 4: Modern Warfare Shotguns]]
  +
[[Category:Call of Duty: Modern Warfare 3 Cut Weapons]]
  +
[[Category:Call of Duty 4: Modern Warfare (Nintendo DS) Shotguns]]
  +
[[Category:Call of Duty Online Shotguns]]
  +
[[Category:Call of Duty: Modern Warfare Remastered Shotguns]]
  +
[[Category:Call of Duty: Modern Warfare II Shotguns]]
  +
[[Category:Call of Duty: Modern Warfare III Shotguns]]

Latest revision as of 01:43, 10 April 2024

The subject of this article appeared in Call of Duty 4: Modern Warfare. The subject of this article appeared in Call of Duty 4: Modern Warfare for the Nintendo DS. The subject of this article appeared in Call of Duty: Modern Warfare 2. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appears in Call of Duty Online The subject of this article appears in Call of Duty: Modern Warfare Remastered The subject of this article appears in Call of Duty: Modern Warfare 2 Campaign Remastered The subject of this article appears in Call of Duty: Modern Warfare II The subject of this article appears in Call of Duty: Warzone 2 The subject of this article appears in Call of Duty: Modern Warfare III The subject of this article appeared in Zombies mode The subject of this article appears in Call of Duty: Warzone Mobile
For a similarly named weapon, see M1216.

The M1014 is a semi-automatic shotgun featured in Call of Duty 4: Modern Warfare, Call of Duty 4: Modern Warfare (Nintendo DS)Call of Duty: Modern Warfare 2, Call of Duty Online, Call of Duty: Modern Warfare Remastered, Call of Duty: Modern Warfare II and Call of Duty: Modern Warfare III. It was seen in pre-release footage from Call of Duty: Modern Warfare 3, but was cut from the finalized game.

Call of Duty 4: Modern Warfare & Modern Warfare Remastered

"Semi-automatic combat shotgun. Effective at close range."
— Create-a-Class description


Campaign

In the campaign, the magazine holds seven shells with up to 70 shells in reserve, which are loaded individually. It can be found in "Hunted", "Safehouse", "Ultimatum", "All In", "No Fighting In The War Room", and "Mile High Club".

Multiplayer

In multiplayer, the M1014 is unlocked at Level 31.

The M1014 is the lower-damage but longer-range shotgun compared to the W1200. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal thirty damage per pellet, needing four pellets out of eight in the shot to hit in order to get a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal ten damage per pellet, needing ten pellets to kill, more than one shot. The M1014 ceases to do any damage past fifteen meters. The M1014 has a four pellet kill range of 9.4 meters, and a five pellet kill range of 11.25 meters. The W1200 is much more reliable as it pertains to getting one-shot kills, but the M1014 has superior overall range and performs significantly better at the edge of its effective range compared to the W1200. The M1014 has low penetration power and no positive body multipliers.

The M1014's damage per pellet increases significantly when using Stopping Power. At any range short of 7.5 meters, the M1014 will deal 42 damage per pellet, needing three pellets in a shot to hit in order to secure a one shot kill. Damage decreases linearly until fifteen meters. At fifteen meters, the M1014 will deal fourteen damage per pellet, needing all eight pellets in a shot to hit in order to get a one shot kill. The M1014 ceases to do damage past fifteen meters still.

The M1014 has a good fire rate. It is semi-automatic, and has a fire rate of 300 RPM.

The M1014 has decent accuracy for a shotgun. The M1014 has a centerspeed of 1000.

The M1014 has decent handling overall. The M1014 allows users to move at 100% of the base movement speed, but only strafe at 40% of the base movement speed. The M1014 can be aimed down the sight in 200 milliseconds. The M1014 reloads shell-by-shell, with the first shell takes 0.6 seconds to load, and all subsequent shells take 0.57 seconds to load. At most, the M1014 can take up to three seconds to fully load, and that's without using any Reload Cancel techniques.

The M1014's shell capacity is small, holding four shells in its tube magazine, twenty starting shells. Bandolier increases the starting ammo loadout to 36 rounds.

The M1014 has two attachments available: the Red Dot Sight and the Grip.

Weapon Attachments

Old School Mode

The M1014 appears in Old School Mode with 4 shells loaded and 16 shells in reserve ammunition.

  • Bloc - Found with a Grip behind the stairs on the ground floor in the western apartment building.
  • Bog - Found behind the center building, among cinder block foundations.
  • Broadcast - Found with a Grip in the recording room behind the backdrop at the north-easternmost part of the map.
  • Crash and Winter Crash - Found with a Red Dot Sight underneath the canopy building south of the crashed helicopter, next to Stopping Power.
  • Crossfire - Found with a Red Dot Sight inside the corner building on the south-eastern inside corner of the main road.
  • Pipeline - Found with a Red Dot Sight inside the southern warehouse on the ground floor.
  • Shipment - Found at the center of the map.
  • Strike - Found inside the market towards the northern end of the map.
  • Vacant - Found with a Red Dot Sight in the room to the east of the center of the map, by the parking lot, near the RPD.

Gallery

For camouflage images, see M1014/Camouflage.
For attachment images, see M1014/Attachments.

Call of Duty 4: Modern Warfare (DS)

The M1014 is the only shotgun in the Nintendo DS version of Call of Duty 4: Modern Warfare, and as such, is used by all factions. The NDS version of the M1014 looks similar to the M1014 on the consoles, but does not have the green dots on the iron sight. The M1014 is semi-automatic as well, but it has an incredibly low Firecap, comparable to the rate of fire of a pump-action shotgun. Despite this limitation, the M1014 has several unique advantages not seen on other shotguns. First of all, its pellets have unlimited range, though they will spread apart as the range between the player an the target increases. The spread eventually stops after a certain distance, though it is still spread apart enough to eliminate its one-shot kill ability. The pellets also spread in the same pattern each time. This allows the player to expend all eight shells to make a kill at long ranges, but on a moving target it is just a waste of bullets as it's near impossible to achieve a kill as the opponent can counterattack or hide. The qualities of the M1014 makes it excellent for all ranges, though it is recommended to keep an assault rifle or submachinegun as well. Even though the M1014 is an excellent weapon, it is only recommended for close ranges in multiplayer. Otherwise, the player can be easily outgunned by long range weapons, such as assault rifles (M16A4, AK-47), or SMGs (MAC-10, MP5). The game files name the weapon the "M90".

Gallery

Call of Duty: Modern Warfare 2

Campaign

The M1014 is used by the U.S. Army RangersTask Force 141Shadow Company, and the U.S. Navy SEALs. In the campaign, the magazine holds seven shells loaded individually, and can have up to 70 shells in reserve. In missions such as "Takedown", it is useful for close quarter engagements due to its high power.

Multiplayer

The M1014 returns in Call of Duty: Modern Warfare 2, and is unlocked at Level 54 in multiplayer.

The M1014 is a higher damage shotgun with slightly less range. The M1014 fires eight pellets per shot. At any range short of 7.5 meters, the M1014 will deal forty damage per pellet, needing three of the eight pellets in the shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal twenty damage per pellet, needing five of the eight pellets in the shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a three pellet kill range of nine meters, and a four pellet kill range of 11.3 meters. The M1014 has the same damage per pellet as the SPAS-12, but over a shorter overall range, as not only does the M1014's damage begin to drop at a range that is half of the SPAS-12's max damage range, but the M1014 has five less meters of total range. The damage is perhaps the M1014's strongest attribute, as it gives the M1014 a chance to get a one shot kill at any range which the enemy can be hit. The M1014 gets no headshot damage multiplier and the M1014 has low penetration power.

The M1014's damage profile improves with Stopping Power. At any range short of 7.5 meters, the M1014 will deal 56 damage per pellet, needing just two of the eight pellets in a given shot to hit to secure a kill. Damage decreases linearly until 12.5 meters. At 12.5 meters, the M1014 will deal 28 damage per pellet, needing four of the eight pellets in a shot to hit to secure a kill. The M1014 does no damage past 12.5 meters. The M1014 has a two pellet kill range of 8.6 meters, and a three pellet kill range of 11.4 meters. At virtually all ranges in which the M1014 can be used, Stopping Power will improve one shot kill capability substantially. The M1014 does not need Stopping Power to be effective, but Stopping Power will be very helpful regardless.

The M1014's fire rate is good for a shotgun. It is semi-automatic, with a firecap of 300 RPM. The user must wait 200 milliseconds between each shot. The M1014 actually has the slowest fire rate of any semi-automatic or fully automatic shotgun, but considering that the M1014's damage per pellet is very good, the fire rate is more of a luxury than a necessity. The M1014 can dispense necessarily follow-up shots very quickly and easily.

The M1014's accuracy is standard for a shotgun. The M1014 has heavy recoil, but considering that the M1014 is useless outside of close range, the recoil won't be much of an issue. The semi-automatic nature and the low 800 centerspeed can cause the user's aim to drift off-target at times, but this is a minor issue. More importantly, the M1014 has the standard shotgun hip-fire accuracy, which is good, on par with the SMGs. The user should never aim down the sight with the M1014. Not only does it highly restrict the user's movement and take some time to do, but it actually expands the pellet spread of the M1014 by ten percent, making the weapon less accurate.

The M1014 has standard handling characteristics for a shotgun. The M1014 allows users to move at 100% of the base movement speed, but strafe at just forty percent of the base movement speed. The M1014 reloads shell-by-shell. Depending on how many shells are loaded and when the user decides to perform a Reload Cancel, the reload can take anywhere from 0.6 seconds to 4.2 seconds.

By far the M1014's biggest weakness is its shell capacity. The M1014 can only hold four shells at a time. This heavily limits the M1014's sustained combat capability, and highly reduces the margin for user error. Although there is just enough ammo to adequately deal with more than one enemy at a time, the user will normally find themselves overwhelmed if they try to take on three or more enemies at once. The starting ammo loadout is also small as a result, as users spawn in with just twenty rounds total. This is one of the smaller starting ammo loadouts among shotguns, and it will badly constrict the ability to use the M1014 for prolonged periods of time.

The M1014 has the standard assortment of shotgun attachments to choose from, although most of them will be little more than just decoration. The Red Dot Sight and Holographic Sight may as well be useless, as under ideal shotgun usage in Modern Warfare 2 multiplayer, the user is not aiming down the sight with their shotgun.

The Silencer is one of the few attachments on the M1014 that are intriguing, but it also comes with a harsh penalty. The Silencer makes the M1014 quieter when firing and prevents the M1014 from revealing the user on radar when firing it, at the expense of a significant chunk of range. The M1014's damage begins to drop at just 3.75 meters and the M1014 cannot be used beyond 7.5 meters. Although stealth benefits can be very powerful on a shotgun, the range loss is severe enough that many will not consider the stealth benefits to be worth reducing the range on a weapon that is starved for it.

The Grip increases the M1014's centerspeed to 1300. This attachment has no downside and it can help prevent the M1014's recoil from drifting the user's aim off of target, although the Grip will rarely make the difference between winning and losing gunfights at such short distances.

FMJ increases the M1014's penetration power, giving the user the option to shoot through some walls more easily with the M1014. Thick walls will still be too much to deal with, but thin walls are surprisingly susceptible to an M1014 shot with the FMJ attachment equipped. However, many will instinctively avoid trying to shoot through surfaces with a shotgun, so the attachment is rarely worth using.

Extended Mags is, by an enormous margin, the most useful attachment option on the M1014. It increases the M1014's shell apacity to six rounds, and it loads more of the M1014's starting ammo loadout into the weapon to start off with, reducing the amount of shells that need to be loaded in the weapon. This attachment is not only the only attachment that provides any relevant benefit to the M1014, but it improves on what is easily the M1014's biggest weakness. The extra two shells give desperately needed breathing room in many situations, and it highly improves sustained combat capability on a weapon that sorely lacks it. Once this attachment is unlocked, all other attachments on the M1014 can be safely ignored.

Overall, the M1014 is an unusual shotgun despite its unassuming function. The M1014 provides a good blend of damage, range, and fire rate, providing damage more in line with the slower-firing shotguns while providing the potential for follow-up shots. The result is a weapon that can very easily secure one shot kills while also providing the means to dispense follow-up shots in a timely manner when needed. Although it is semi-automatic, its semi-automatic capability is better off ignored until it is needed. Unlike the Striker and the AA-12, the M1014 will much more commonly get one shot kills than either of those shotguns, and the M1014 does not have the shell capacity necessary to be liberally firing more than one shot at each enemy. Despite being one of the least common shotguns in Modern Warfare 2 multiplayer, it is a perfectly fine and surprisingly versatile shotgun for those that can manage their ammo properly, but those that cannot manage their ammo properly will find themselves running out of ammo too quickly and will commonly be caught off-guard reloading the M1014.

Weapon Attachments

Gallery

For camouflage images, see M1014/Camouflage.
For attachment images, see M1014/Attachments.

Call of Duty: Modern Warfare 3

Throwing Knife menu icon MW3
The subject matter of this article was cut from the final version of a Call of Duty game. Since some information cannot be independently verified, the content on this page may be subject to change.

The M1014 was cut from Call of Duty: Modern Warfare 3. The pickup icon and game files remain unchanged from Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2, suggesting it was cut during early development. However, real-time memory editing on the PC version will allow the gun to be used only on the Survival Mode version of Terminal.

Call of Duty Online

The M1014 appears in Call of Duty Online as the Benelli M1014.

Attachments

Gallery

Call of Duty: Modern Warfare II & Modern Warfare III

"A practiced hand can control the Expedite 12's recoil to devastating effects. This semi-auto shotgun features a regulated gas system, ergonomic stock, and standard rail."
— In-game description

The M1014 returns in Call of Duty: Modern Warfare II as the Expedite 12.

The Expedite 12 is also available in Call of Duty: Modern Warfare III as part of the Modern Warfare II content carryover.

Overview

Campaign

In the mission El Sin Nombre, a stock Expedite 12 can be found inside a wardrobe near the elevator in the 3rd floor.

DMZ

In the DMZ mode, the Expedite 12 is used primarily by Konni Group and Shadow Company Agents. It is sometimes used by Al-Qatala Special Forces.

Zombies

In Modern Warfare III, the Expedite 12 can be brought into Operation Deadbolt via Create-A-Class, at Common rarity and can be found at any rarity via the Mystery Box for 950 Essence. When upgraded via the Pack-a-Punch Machine or with Aetherium Crystals, it becomes the Reaper By The Dozen.

Attachments

Muzzle

Barrel

  • 18.5" Emperor Barrel
  • 14" Polarize Barrel
  • 14" Shorty Barrel
  • 18.5" Battlemaster
  • 419mm Schlager Salvo

Laser

Optic

Stock

  • Resonance Stock Collapsed
  • FSS Frame Stock
  • Bryson Reverb-55 Stock
  • Schlager Resonance

Bolt

  • Expedite L-Bolt
  • Expedite HZ3 Bolt

Underbarrel

Ammunition

  • Explosive Shells
  • Slug Rounds
  • Dragon's Breath Shells

Rear Grip/Comb

  • Schlager Fang Grip
  • Goliath 77 Grip
  • Schlager Void Grip
  • Padded Shotgun Comb
  • FSS Ammo Sleeve

Blueprints

Blueprint Image How to Obtain
Battering Ram Battering Ram Expedite 12 Blueprint MWII Battle Pass Season Four Sector D3
Fatal Rose Fatal Rose Expedite 12 Blueprint MWII Dark Rose Bundle
Hell's Gate Hell's Gate Expedite 12 Blueprint MWII Torments Return Bundle
Knight's Lance Knight's Lance Expedite 12 Blueprint MWII Knight's Command Bundle
Louder Than Words Louder Than Words Expedite 12 Blueprint MWII Complete the Crown "Triple Clear" Tier 3 mission in DMZ during Season Four and Season Five.
Man Eater Man Eater Expedite 12 Blueprint MWII Devour Bundle
Ransack Ransack Expedite 12 Blueprint MWII Protoforce Bundle
Serene Resolve Serene Resolve Expedite 12 Blueprint MWII Battle Pass Season Two Sector B9
Vigilant Vigilant Expedite 12 Blueprint MWII Battle Pass Season One Sector A11
Villains Log in Modern Warfare II or Warzone 2.0 between October 6th and October 16th, 2023

Trivia

Call of Duty 4: Modern Warfare

  • If the game is set to the French language, the M1014 will be called the "Benelli M4", and when playing in German the M1014 is called "M4".
  • There are six shells in a holder on the side of the M1014.
  • In the official BradyGames strategy guide, the M1014 is incorrectly shown as the M14 on the weapon list.
  • Strangely, if a Grip attachment is applied, the grip disappears in the reloading animation, and the M1014 is reloaded as if it did not have a grip.

Call of Duty: Modern Warfare 2

  • In the Create-A-Class image, the M1014's trigger is not visible.
  • The M1014 has an unusable flashlight attached in front of the hand guard.
  • In the "Museum", there is an M1014 with Arctic Camouflage, while in multiplayer camouflage cannot be applied to any secondary weapon without hacking or modding.
  • The iron sights on the M1014 are misaligned, similar to the Desert Eagle, M9, and M93 Raffica's.
  • Despite the fact that the Call of Duty: Modern Warfare 2 M1014 does not have the spare rounds on the receiver, the pickup icon in Call of Duty: Modern Warfare 2 still shows the spare shells. The flashlight located right under the hand guard is also not present.
  • When playing the German version, the M1014 is called "M4" in Create-A-Class. However, in-game it says M1014.
  • At the end of the level "Of Their Own Accord" after the player covers the Washington Monument Evac Site and is ordered by Foley to leave the crow's nest, a Ranger uses an M1014 to destroy a door. This is very similar to the final door breach at the end of "Charlie Don't Surf", but the soldier actually pumps the M1014 to blow the door down. This is strange, as the M1014 doesn't have a pump handle.

Call of Duty: Modern Warfare II